Commit Graph
424 Commits
Author SHA1 Message Date
Joe DiPrimaandClaude Fable 5 91bd28669e #45/#134 authentic score/death report tail -- replaces the scoring stand-ins
Reconstructs the dark-gap tail of Mech::TakeDamageMessageHandler
(@0x4a02f4-0x4a0890, raw disasm): the three id-0x16 score reports (kill to
the shooter's player / type-0 wire-fidelity / received to the victim's
player) and the BT 0x38-byte VehicleDeadMessage extension {killed-by player,
kill zone} dispatched from the death tail.  Retires BTPostDamageScore /
BTPostKillScore and the per-hit inflicted credit (never existed in 1995:
@0x4c0200 is bound in no handler-table entry -- byte-scan receipt in
decomp-reference).  Suicides now dispatch and the handler negates the award
(the #134 panic penalty).  Collision divert falls through to the death tail
per @0x4a0375 (wall deaths respawn + blast; no score).  ScoreMessage fields
renamed to decoded truth (vitalHit/zoneIndex/subsysID) + wire asserts;
console VTVDamaged points_transfered corrected (Round(award), not Now()).

Benches: scorekill.sh cross-node kill (kills=1 award=4.88, killedBy=2:1
zone=3, single death cycle), scoreself.sh suicide (type=2 award=-39.00
kills=0), deathblast2.sh re-verified (72 bursts at ~9u).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 18:36:58 -05:00
Joe DiPrimaandClaude Fable 5 297127d0d7 #89 DEATH BLAST reconstructed: a dying mech splashes its neighborhood
The missing half of Advanced Damage, found by call-scanning
Explosion::SplashDamage @0042fad0: TWO callers, not one -- Missile::Perform
(the known #62 path) and 0x4a0bda, the UN-EXPORTED tail of
Mech::TakeDamageMessageHandler itself.  Raw disasm @0x4a07b8-0x4a0bda:
when the victim ENTERS dead(9)/eject(10) during the applications, the
binary sets the wreck burning (id 0x17, deferred -- handler not yet
reconstructed), spawns the death Explosion (model 0x31 -- our death-list
visuals stand in), and SPLASHES:
  gates : owning player's advancedDamageOn (+0x264) AND NOT
          suppressConsole (+0x258 -- eject sets it: PUNCH-OUTS NEVER
          BLAST, the authentic anti-suicide-bomb rule)
  damage: type 2 Explosive, amount = deathSplashDamage (mech+0x520),
          bursts = round(0.001 * moverMass * 15.0) -- scales with tonnage
  radius: deathSplashRadius (mech+0x524); per-victim falloff
          bursts/dist^1.25 in the shared core
Draco's collision-divert suspicion is settled: the blast is TYPE 2, the
divert never touched it -- the tail was simply never reconstructed.

Port: deathSplashDamage/Radius PROMOTED from the Wword scratch bank to
named Mech members (the bank is one GLOBAL array -- authored per-chassis
values were clobbered to the last-loaded mech); BTSplashCore split out of
the #62 weapon splash and shared; BTApplyDeathSplash + the death-edge arm
in the handler tail; BTPlayerConsoleSuppressed bridge (friend).

Bench (2-node, B parked 8.9u from a self-destructing A): blast fired with
authored madcat data (radius=50, amount=5, mass=75000 -> 1125 base
bursts), B took 73 bursts (falloff exact: 1125/8.91^1.25), cross-pod
delivery + cylinder spray verified on B's own log ([dmghit] type=2
burst=73 across zones).  ~365 damage at 9u -- Draco's 'double kills on
drops' economy restored.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 16:52:32 -05:00
Joe DiPrimaandClaude Fable 5 9604f4c492 #52 SKATE detector (ungated field forensic) -- negative-verified; local repro eludes
The night-12 field logs eliminated record starvation (zero [ghost] during
three observed skating windows), so the bug lives in gait APPLICATION on
peers.  This adds the [skate] detector to the death-handler tick: a
replicant moving >0.08 u/frame for 90+ frames with BOTH animation
channels idle (legCycleSpeed + bodyCycleSpeed ~ 0) logs one line per
episode + a SKATE matchlog record carrying the discriminating inputs
(legCyc/bodyCyc/cmdSpd/destroyed/mode).

Honest history: the first build keyed on legCycleSpeed alone and
false-fired on every healthy movement phase -- the current peer
architecture poses joints from the BODY channel (s_peerLegCh=0,
AdvanceBodyAnimation mj=1), so legCycleSpeed==0 is NORMAL there.  Caught
same-session by the [gimpfeed] silence (AdvanceLegAnimation never runs
on peers); corrected to channel-agnostic before anything shipped.

Bench (skatebench2.sh, 2-node, autodrive walker + kill every ~40s):
7 death/respawn cycles, ZERO skate hits either side -- no false fires,
and light local conditions do NOT reproduce the field skating.  Next
provocations: leg-GIMPED walker (the #82 family transition) and 6-player
load; otherwise the detector rides the next cut and the field names the
failing case for us.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 12:41:55 -05:00
Joe DiPrimaandClaude Fable 5 546aabd5ba #131 false lock FIXED: miss-means-miss -- the pick answers only for drawn geometry
Night-12 field report (Ronin/Conn Man/Oracle, blackhawk-correlated): lock
ring lit with the reticle visibly off the mech + no-reg complaints.  Root
cause: TWO port stand-ins answered where the 1995 card (which cast against
the DRAWN geometry) would miss -- the pick's any-object sphere fallback and
the caller's whole-mech AABB fallback.  The regime that exposes them: a
LEVEL boresight over a SHORT mech -- the blackhawk's mesh tops out below
eye-ray height, so the ray clears every triangle but pierces the fat cull
spheres; the ring lights with the reticle above the mech's head (the
operator watched exactly this on the sweep bench).  Careful aimed-down fire
rides triangles, which is why Oracle's per-panel audit passed on the same
build.

Fix: MechSegmentPick returns 1=drawn-geometry hit / 0=TRUE MISS / -1=no
render tree; the sphere may answer ONLY for a mesh the reader cannot parse
(pm==0 -- currently none exist: counters objs/invFail/noTri all clean);
the AABB survives ONLY as the pre-tree replicant grace.  A readable mesh
the ray misses is a MISS -- no lock.

Verified (2-node vs bhk1 at 100u, all runs on force-relinked string-
verified exes after today's stale-link flake):
- LEVEL lock-sweep: 0 locks all run (pre-fix: lock band from 168 sphere
  answers; picksrc tri=0 sphereFB=168).
- DOWN-PITCHED sweep: locks return 100%% tri-sourced (tri=158 sphereFB=0),
  landing on real parts (rarm/ldleg/rdleg) with honest gaps.
- Full zone-walk matrix: tri=18874 sphereFB=0 box=0; victim took 156 hits
  across 16 zones incl. both side torsos -- combat un-regressed.

New instruments (all env-gated): BT_LOCK_SWEEP=<axis> torso pan (the
operator-visible lock-envelope bench), [locksweep] transition log,
BT_LOCK_ENVELOPE synthetic unit-sweep probe, [picksrc]/[pickbox] source
telemetry with objs/invFail/noTri localization counters.
Bench: scratchpad/night12/zonewalk_bhk.sh.

NOTE for the field: locking is now strictly TIGHTER (ring = reticle truly
on the machine).  If era testers feel the pods were more forgiving,
Draco's "slight lock linger" memory becomes a deliberate investigation
(sourced hysteresis), not an accidental sphere halo.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 11:12:43 -05:00
Joe DiPrimaandClaude Fable 5 1d3616cceb #124 CORRECTION: aimed hull hits resolve the struck dz_* PANEL -- players were right
The 08-03 zone rule (struck SEGMENT's SKL dzone, ALWAYS -> every aimed
torso hit = center torso) was wrong, and era players' pushback caught it.
Byte-level proof: MAD_TOR.BGF zone-tags the hull PER PANEL (dz_utorso x36,
dz_ltorso/rtorso x18, dz_dtorso x16, all four rear panels, searchlight);
the dpl hit result kept GEOGROUP granularity (dplHitGeoGroup, T0); and the
binary's segment->zone map @49db20 has NO runtime caller (raw call-scan:
sole caller = CreateStreamedDamageZone, load time) -- no segment-level
collapse mechanism exists.  Oracle's night-10 'only LCT gets hits' audit
was the BUG's fingerprint, not the pod's design.

Fix: MechSegmentPick attributes the struck triangle to its draw op (index
range) and takes the op's .DZM-bound zone -- the #87 armour-darkening
bindings, the same authored patch->zone mapping that already paints the
panels -- with the segment dzone as the untagged fallback.  ZoneAimPoint
now aims hull zones at their patch CENTROIDS (all hull zones previously
shared the chest cull-center), which also upgrades the zone walker.

Bench (2-node zone-walk vs spinning madcat, zonewalk_madcat.sh): every
hull panel resolves individually -- utorso 11/12 in-zone, no L/R
mirroring, all four rear panels register; misses are the panel facing the
shooter mid-spin (correct geometry, not misattribution).  Victim applied
254 hits spread across every panel family.  Was 102/102 hull aims ->
dtorso before the fix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 17:57:14 -05:00
Joe DiPrimaandClaude Fable 5 81dda84e9b #108 forensics block (pre-717): ghost detector + IDs + field envs
The night-11 instrumentation that makes the next ghost/K-D report
diagnosable instead of anecdotal:
- UNGATED [ghost] stale-replicant detector: ReadUpdateRecord stamps every
  applied record; the death-handler tick logs ONE line per starvation
  episode (>600 frames, unburied) with entity id + mode + last position,
  plus a GHOST matchlog record.  Verified both ways: zero false positives
  on a healthy 2-node session; fires on both nodes at frame 601 after a
  mid-session relay kill.
- Entity IDs on the render forensics (MakeMechRenderables / RemakeEntity /
  wreck-swap fallbacks) and the replicant un-wreck line un-gated -- ghost
  triage no longer needs players to set envs.
- players/*.bat (steam + both joins): BT_MATCHLOG/BT_SCORE_LOG/BT_DEATH_LOG
  on for every field session.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 16:34:06 -05:00
Joe DiPrimaandClaude Fable 5 26ab2fee3a Respawn-reset audit: valve restore + peer smoke cleanup (both binary-grounded)
Operator reports audited vs the binary (full matrix in RESPAWN_REARM_PLAN
addendum):
- VALVES (real gap): Condenser reset @004ae534 was missing from the decomp
  export -- raw disasm shows it chains HEATSINK (coolant refill runs; the
  old body chained HeatableSubsystem per the stale TCP shard) then, respawn-
  side, resets valveState to detent 1 and restores massScale from
  refrigerationFactor.  Mech::Reset now also runs the binary's tail call
  (@0049f788 BTRecomputeCondenserValves) so flow fractions rebuild from the
  reset detents.  Bench: detent 5 -> death -> "[respawn] Condenser1 valve
  detent 5 -> 1".
- #129 SMOKE (real gap, peers-only): the replicant un-wreck edge rebuilt
  the model without the @004d0c14 per-entity effect cleanup, so the
  observer's last 10s wreck-plume window rode the teleport onto the fresh
  mech.  BTStopEntityPfx now runs on the edge; bench shows no plume line
  after any un-wreck until the next death.
- AUTHENTIC (no fix): weapon->generator taps persist (@004b0e6c only
  resolves the link) and MFD display/control modes persist (mapper vtables
  0050f45c/0051e440 slots 8-11 = plain root bodies, read from the exe).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 16:14:10 -05:00
Joe DiPrimaandClaude Fable 5 1f995ee35a #124 twist-sign VERIFIED correct (live missile bench) + the rig to do it
The frame-adapter's inferred twist-sign flip (SelectSlice theta -= twist,
vs the binary's += pre-reflection) was the last unverified half of #124 --
every earlier probe ran at twist 0.  Bench: stationary madcat target with
the torso PINNED at 0 / +140 / -140 deg, LRM salvos from a fixed shooter
(missiles = the authentic cylinder path; the binary DROPPED zone -1 beam
damage).  Result: slice picks track the physically-facing flank in BOTH
directions (twist-left -> right-family zones for left-flank impacts,
twist-right -> left-family), deterministic, wrong-sign outcome (slice 7
vs observed slice 1) clearly excluded.  No game-code change needed.

Instrumentation added (all env-gated):
- torso.cpp BT_FORCE_TWIST=<-1..1>: HOLD the sim's analogTwistAxis (the
  input-level pin was dead -- live input rides the CONTROLS.MAP device
  push, and Basic mode auto-centers; sim-level is plumbing-independent).
- dmgtable.cpp [slice] line: rot flag, live twist, thetaIn/thetaAdj,
  chosen slice -- the weighted leaf roll made zone-only logs ambiguous.
- [dmgresolve] now names the zone (BTMechZoneSegAndName).
- mech4.cpp BT_FORCE_TWIST input pin + one-shot mode cycle (kept as doc
  of the dead path), mechmppr [mppr] mode probe.
- scratchpad/night11/twistsign.sh: the 3-config bench.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 15:49:14 -05:00
Joe DiPrimaandClaude Fable 5 6180a44c64 #91 thor black rectangle: it's the OWN missile pod -- blakskn now material-keyed
Three testers reported a black rectangle swaying with the footsteps in the
thor cockpit (Summoner = the thr1 label, same THX canopy -- no isolation).
Decode: the inside view is a PER-MECH AUTHORED type-A set, not the cop
alone (no fallback in EntitySegment::GetVideoObjectName -- authored data):
madcat/vulture/bhk1 = cop; sunder/loki/avatar = +tor; thor = +tor +MSL
(the shoulder pod, the reported rectangle); owens = +both legs +tshd.
The pod/leg pilot-facing surfaces use the SAME "<pfx>skin:blakskn_dz_*"
interior-structure material as the canopy frame, but the unlit frame
constant was keyed on the _cop FILENAME -- identical material rendered
(0.13,0.12,0.15) on the canopy and pure (0,0,0) on the pod/legs
([matlog]: owx_cop blakskn vcol=FF211F26 vs owx_lule vcol=FF000000).

Fix (bgfload.cpp): the frame-constant treatment keys on meshIsCop OR
material contains "skin:blakskn_dz_". mechfx:blakskn_mtl (tshd shadow
quads) deliberately excluded. Verified: zero pure-black px in the lower
view band across walk captures, the pod plate renders frame-toned and
blends with the bar at rest (the reported anomaly dissolves), owens legs
read as coherent structure, canopy/terrain un-regressed.

Diags added: BT_MAT_LOG=<stem> per-batch material routing dump (bgfload),
BT_HIDE_INSIDE_SEG=<substr> inside-mesh hide (btl4vid), [view] per-segment
inside-roster names. KB: cockpit-view.md exactly-one claim corrected +
the #91 section; bench scratchpad/night11/thorrect.sh.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 12:43:36 -05:00
Joe DiPrimaandClaude Fable 5 648f6b1675 Steam gate: rejected players now get a MESSAGE BOX, not a silent quit
A failed join returns 1 to the FE, which QUITS the exe -- so every
rejection so far was a log line plus "the game just closed" (#68's exact
complaint). New LobbyNotice() = same text in the day log (flattened, still
greppable) + blocking MessageBox. Wired to every join-side bail:

- BUILD MISMATCH: when the version-filtered search is empty, probe once
  without the version filter; if a lobby IS up, the box names the host's
  build vs ours (lobby data rides the list result -- no join needed).
  Post-entry verify mismatch gets the same box.
- NO LOBBY FOUND: probe empty too -> plain no-lobby box naming our build.
- STEAM UNAVAILABLE: transport install failed.
- LEFT BEHIND: host launched without us (no token in btl4map).

Old exes still exit silently on rejection -- nothing shipped today can
add text to a binary players already have; the host's roster marker +
REJECT log line remain the operator's view of those.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 11:42:01 -05:00
Joe DiPrimaandClaude Fable 5 d050db5cae Steam BUILD GATE, host half: reject OLD exes at GO (the real Conn Man case)
The joiner-side filter only runs on builds that HAVE it -- a stale-zip
player runs an old exe with no filter, finds the lobby, and joins anyway.
The host must do the rejecting, and the lever already ships in every old
build: a member omitted from btl4map hits its own "the host's map is
missing us" path and fails the join cleanly.

1. PublishSelf stamps per-member data bv=BT_VERSION_STRING; an old exe
   cannot fake a key it never sets.
2. Host GO mint: any non-self member with absent/mismatched bv gets NO
   token -- omitted from the map, loud REJECT LobbyLog with both builds.
3. Room screen: mismatched members show [WRONG BUILD -- WILL NOT LAUNCH]
   so the host sees who's stale BEFORE pressing GO, not after the match
   starts short-handed.

Verified in the deployed exe by string scan (btl4ver, REJECT-at-GO,
BUILD MISMATCH ascii + WRONG BUILD utf16 all present). Field behavior to
verify on the next Steam night.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 11:33:53 -05:00
Joe DiPrimaandClaude Fable 5 22f732fcfb Steam BUILD GATE: same-zip lobbies only (#108 confound killer)
Mixed-build lobbies silently corrupt raw-struct replication (night-9: one
stale-zip player, one desynced stream, ghost mechs + K/D doubt). Three
additive edits in btl4lobby.cpp:

1. HOST stamps the lobby with its exact build (btl4ver = BT_VERSION_STRING).
2. JOINER's lobby search filters on build equality -- a stale-zip player
   simply finds no lobby, and the "no lobby found" log line NAMES the local
   build so the report is self-diagnosing (#68's silent-exit lesson).
3. Post-entry verify (covers invites/direct joins + unstamped older hosts):
   mismatch -> log both versions loudly, LeaveLobby, fail the join.

LAN/relay (join.bat) handshake remains a separate 717 item -- this covers
the Steam path the operator asked about.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 11:24:05 -05:00
Joe DiPrimaandClaude Fable 5 42b0691592 #119 leak-voice stutter SETTLED: authentic -- the wooHoo latch is authored OFF
Deterministic leak bench (BT_KILL_SUBSYS partial form, "Condenser4=0.5":
zone level without the crit -- a clean leak source) + the aud-tail receipts
decode the voice stutter end to end: the warning is a phrase-sequenced
voice patch (Warnings01 zones as notes), and every techstat leak-bit edge
restarts/stops the sequence mid-phrase (authored zero-release = hard cut).
At a drained tank the draw HUNTS the authored 0.0025/0.003 band -> edge
streams -> progressive clipping as more systems hunt.

The anti-spam wooHoo latch would bound exactly this -- but no armer exists
anywhere in the flat export, and the authored tuning is minDur=0 range=0
chance=0 (dumped live): DORMANT BY AUTHORING. The clipping is the 1995
experience; the port's one real bug here was the 2x hunt cadence, already
fixed by the 28 Hz filter (#119, 1df2c57). No code change warranted.

Bench additions: the partial-damage killsub form + the authored-tuning
dump (BT_LAMP_LOG).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 09:44:42 -05:00
Joe DiPrimaandClaude Fable 5 a728fa6de9 #118 alarm dig complete: the TechStatus bit model -- MarkGeneratorOut bridge removed
The gauge-alarm "condition" is a STATUS-FLAG BIT INDEX edge-scanned by
MechTech (bit 0/1 structure, 2 leak, 3 heat, 4 AmmoBurning, 5 Jammed,
6 !HasVoltage). Conditions 4/5 -> the engEject flash = the AMMO purge/unjam
invite (flashing the very key whose streamed function is EjectAmmo) --
never pilot eject; cond 6 -> the bus-switch invite; the PANIC lamp is the
sole pilot-eject indicator.

The destruction->stateAlarm(4) bridge is REMOVED as unfounded: alarms never
read stateAlarm; state 4 is the THERMAL BREAKER state produced by
GeneratorSimulation itself (byte-matched vs FUN_004b1f7c). And the binary's
crit distributor (@0049c9a8, read raw) touches nothing electrical -- a
generator destroyed in place keeps stale Ready voltage until any transition
recomputes output via (1 - damage) x rated. The port now matches that
subtlety exactly (verified: single-gen force-kill -> no bus invite, no arm,
silent unarmed keypad -- all authentic).

KB: the full bit table + invite semantics + electrical subtlety recorded in
decomp-reference.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 03:18:50 -05:00
Joe DiPrimaandClaude Fable 5 609dde8051 #118 strict: REMOVE the coolant-clause hysteresis -- the flap is authentic
The operator's causality challenge held up: the hysteresis did NOT fix the
audio tick (the tick persisted past it and was the autofire scalpel's
20/sec jam clicks -- no game bug; control run without autofire is clean).
With the dead-code claim corrected, the boundary flap is AUTHENTIC: the
arcade evaluated the identical plain < 0.05 compare per frame, so a pod
hovering at the line flapped the same way -- cosmetic mode/lamp churn,
crash-free across hundreds of bench transitions. Deviation unjustified;
the binary's compare is restored.

Verified on the reverted build: armed PANIC press -> PUNCH-OUT (1); audio
profile clean (sparse explosions/warnings only).

Eject deviation ledger now: ONE item -- the Panic-button->pilot-keypad
desktop wire (hardware emulation, not behavior).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 02:57:03 -05:00
Joe DiPrimaandClaude Fable 5 675fe68cb0 #118 correction sweep: the ARCADE's eject was LIVE -- 'dead code in 4.10' was wrong
The absolute-pointer scan missed the E8-relative call; the later byte-scan
found it (FUN_004a9b5c+0x10 -- the master performance evaluates eject
permission per frame in the shipped binary). Under deadline pressure the
disproven 'unfinished/dead code' claim leaked back into three comments and
the handoff; swept per the correction mandate.

Settled press model, now stated correctly everywhere: pilot eject = the
pilot KEYPAD bank while armed (+ the PANIC key reporting through that
matrix). The MFD soft keys NEVER pilot-eject in the binary -- every page
routes them to authored functions; the flashing engEject cell is the
INVITE LAMP. The port's page-gated eng-key eject is a MARKED CONVENIENCE
deviation (operator-requested), and the coolant hysteresis is a MARKED
smoothing deviation for a degenerate boundary oscillation -- not
completions of unfinished code.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 02:40:39 -05:00
Joe DiPrimaandClaude Fable 5 38872ac726 #118: coolant-clause hysteresis kills the panic-arm flap (10 Hz mode churn)
Post-respawn under sustained fire the bank fraction hovers at the 0.05 arm
threshold and the plain compare flipped ejectPermitted EVERY FRAME --
hundreds of mode ON/off pairs churning the mask, the lamp, and the arm cue.
The evaluator was dead code in shipped 4.10, so the boundary flap is a
first-ever-exercised condition; completed with the engine's own idiom
(HeatSink coolantActive dual thresholds): ARM below 0.05 (the binary
constant), release above 0.06, no new members.  Stress bench: 1 arm
transition in 3 minutes (was: hundreds).

NOTE: the operator's ticking SOUND persists past this fix -- it is the
separate, pre-existing night-10 "audio stutter on coolant leak" family;
hunt continues at the audio-cue chokepoint.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 02:18:58 -05:00
Joe DiPrimaandClaude Fable 5 5a4ee55e4e #118: the eject slot graphic returns -- vtbl+0x58 is DrawBitMapOpaque [T0]
The proper RE the corruption arc demanded: counting GRAPH2D.h's declared
virtual order, GraphicsView vtbl+0x18 = SetColor and +0x24 = MoveToAbsolute
land exactly -- and +0x58 is NOT DrawBitMap (+0x54) but the NEXT virtual,
DrawBitMapOpaque(background, rotation, bmp, sx1, sy1, sx2, sy2).  The wipe
is a two-span OPAQUE draw with INVERTED fg/bg pairs -- the literal "inverse
wipe" -- and FUN_004c5fb8 transcribes byte-exactly with the real signature
(the ++level between spans is inclusive-bounds bookkeeping, no gap).  The
base ctor fields were already right (colors +0x94/+0x98, bitmap Size.x/y at
+0x9C/+0xA0, decomp @004c5e84).

BallisticWeaponCluster::ejectWipe re-wired (bteejtm.pcc <- PercentOfEject).
Stress-verified: 4 gens dead + autofire jams + leak warning, weapon pages
pristine end to end.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 23:56:53 -05:00
Joe DiPrimaandClaude Fable 5 3ec30ee28a #118 fix: eject-wipe DrawBitMap arg smeared the weapon MFDs (capture.png)
The BitMapInverseWipeScalar Execute passed the colour constants as
DrawBitMap's first argument; the sibling wipe always passes 0 there (colour
selection is SetColor only). The nonzero arg smeared striped garbage across
the weapon MFD pages from the gauge's first draw (operator's capture.png).
Pixel-verified clean after the fix (weapon pages pristine, eject graphic
path unchanged).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:50:50 -05:00
Joe DiPrimaandClaude Fable 5 aa54655980 #118: the FLASHING eject invite fires -- generator OUT state + pilot keypad
The last hop lands: a destroyed Generator now reaches its OUT display state
(stateAlarm 4 -- enum renamed from the placeholder "GeneratorRecovered";
[T3 inferred link, both endpoints byte-verified: the eject evaluator's
state==4 dead clause @0049fa1c and the authored alarm streams' conditions
4/5 -> gotoEngineering 0x80 + engEject 0x85]). Wired from the one crit
chokepoint (MechSubsystem::ForceCriticalFailure -> BTGeneratorMarkOut
bridge). Verified live: gen kill -> the quad-select columns FLASH
(RIO 0x37 fast-flash) -- the pod's guided "punch out now" trail.

Plus the authentic panel eject input: CONTROLS.MAP binds the desktop
NUMPAD to the pilot keypad (keypad pilot 0-9) -- while armed, any pilot-
keypad key fires the eject (the binary's only armed binding); un-armed
they feed program entry.

The full 1995 eject experience is now live: alarm -> flashing invite trail
-> lit Panic button -> press (Panic / numpad / Backspace) -> punch-out ->
death without honor -> respawn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:11:05 -05:00
Joe DiPrimaandClaude Fable 5 0bd9bb6f51 #118: the FLASHING eject invite is authored -- engEject alarm items found
BT_LAMP_LOG now dumps each gauge-alarm stream item as it reads
([galm-item] sub/cond/itemCond/lampCode). First dump against the shipped
content settles the operator's "shouldn't something flash?" question:

  GeneratorA itemCond=4 -> lampCode 0x85 (engEject) + 0x80 (gotoEngineering)
  GeneratorA itemCond=5 -> lampCode 0x85 + 0x80

The 1995 pod FLASHES "GOTO ENGINEERING" and the engineering page's EJECT
cell when a generator goes OUT (conditions 4/5) -- the authored eject
invite. The Panic button lamp itself is solid by authoring ([lamp] 0x3d <-
0x3c, no flash bits) -- both halves of the field observation are genuine.

Remaining: the BT_KILL_SUBSYS scalpel skips the authentic state-4
transition, so the flash did not fire in the bench; verify a genuinely
damaged/overheated generator reaches state 4/5 and lights the invite
(the #118 "Generator Out vs !=4 clause" tail).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 18:49:36 -05:00
Joe DiPrimaandClaude Fable 5 751b1159b5 #118: the eject slot graphic lands -- BitMapInverseWipeScalar reconstructed
The operator's field report ("eject slot flashing but no graphic in it") was
the tracked-NULL bring-up stub in BallisticWeaponCluster. Reconstructed the
missing gauge class from the binary:

- BitMapInverseWipeScalar @004c61c8 (vtable 0x518a14; base @004c5e84,
  Execute @004c5fb8, BecameActive @004c5fa4): a bitmap COLUMN SWEEP whose
  level tracks a live Scalar -- two spans with INVERTED colour pairs,
  [0..level] fg colorA / bg colorB, remainder the inverse.
- Wired per the binary call site (part_014.c:2312): bteejtm.pcc at (0xF,0)
  on the weapon's eng port, colours 0/0xFF, watching the weapon's
  PercentOfEject (@0x3F8, the round-eject 0..1 progress) via a new
  complete-type bridge BTWeaponPercentOfEjectPtr (databinding rule).

At idle (level 0) the EJECT graphic now renders in the slot; during a
round-eject cycle it sweeps with the countdown. BTEEJTM.PCC ships in
content/GAUGE (the loose gauge bitmap set). Smoke-tested: constructs clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:53:33 -05:00
Joe DiPrimaandClaude Fable 5 611b1a8bbd #118: the PANIC BUTTON ejects -- keypad-bank routing + the 0x17/0x19 id bug
Two finds close the press path the operator field-tested:

1. The pod's guarded PANIC key reports through the PILOT KEYPAD bank -- the
   binary's ONLY panic press binding is keyboardGroup[KeyboardPilot].Add(
   mode 0x200000, mech, 0x19) (FUN_004d266c); there is NO buttonGroup[0x3d]
   consumer (0x3d is the lamp address). The desktop Panic click now ALSO
   lands as a pilot-keypad key (PadRIO::EmitButton -> EmitKeypad), so the
   armed-mode binding fires; a healthy press stays a mode-masked no-op,
   exactly the pod behaviour.

2. KeypressMessageID resolved to 0x17 via enum-chain arithmetic; the binary
   passes LITERAL 0x19 (two mapper ids are unreconstructed). The armed
   keypad send arrived at the Mech as msg 0x17 -- no handler, silently
   swallowed. Pinned to 0x19 (Mech::EjectPilot's id on the OWNER receiver --
   the collision is the design).

Verified headless through the REAL click seam (BT_BTNTEST=61): generators
killed -> panic-arm ON -> screen-click Panic -> [lbe4key] unit 0 mode
0x650421 -> PUNCH-OUT. Also: IsDisabled eject refusals now log; [padkey]/
[lbe4key] seam tracing under BT_PAD_LOG.

Still open (cosmetic): the flashing eject slot on the engineering MFD shows
no graphic -- the streamed page element's pixmap is unreconstructed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:31:16 -05:00
Joe DiPrimaandClaude Fable 5 0089b3284f Eject firsthand prep: G = coolant Flush binding + BT_FLUSH_HOLD scalpel
The Flush ACTION existed in the input engine but no key was bound in the
shipped CONTROLS.MAP -- desktop players could never hold the flush. G (free)
now maps to it. BT_FLUSH_HOLD=<frames> extends the BT_FLUSH_TEST scalpel
past its 60-frame edge test for tank-dry benches.

Dry-run finding (fl.log): a full flush drains the tank to 0/14 in ~30 s,
but does NOT arm eject by itself -- InjectCoolant moves tank coolant INTO
the loops (the bank RISES), and idle heat draw is too slow to burn the
loops down to the 5% arm threshold in minutes. Firsthand arming needs
sustained fire after tank-dry (or coolant-loop leak damage / generator
loss). Matches the binary's intent: eject arms when LEAKED nearly dry.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 14:10:43 -05:00
Joe DiPrimaandClaude Fable 5 8165cee9da #118: the eject option comes alive -- per-frame arm chain closed (FUN_004a9b5c+0x10)
The evaluator's "unexported caller" found by E8-scan: the Mech MASTER
PERFORMANCE (FUN_004a9b5c, in the 004a977x..004ab188 export hole) calls
EvaluateEjectPermission as its FIRST act every frame. Without that call the
port's ejectPermitted stayed at ctor-0 forever -- the panic-armed mode never
raised, so the PANIC lamp never lit and testers "never saw the option for
eject come alive". Restored at the top of Mech::PerformAndWatch (masters
only, like the binary).

Mislabel swept: mech+0x414 is ejectPermitted, NOT "missionReviewMode" -- the
mapper's @004d196c edge-watch arms PANIC mode 0x200000 from it (the real
review mode is the GLOBAL DAT_004fd550; btl4pb now reads that global, the
GetMissionReviewMode stub is retired, mapper member renamed
previousEjectPermitted).

Verified live: kill 4 generators -> "[eject] panic-arm mode ON" -> the
miniconsole Panic button lights dark->bright (pixel captures; the pad panel
shades it from the same PadRIO lamp state the pod's physical button uses) ->
BT_EJECT_AT press -> PUNCH-OUT -> respawn heals -> mode disarms -> healthy
presses REFUSED. BT_EJECT_LOG=1 logs the arm edges.

Note: no shipped gauge rides mode 0x200000 -- the 1995 eject indication is
the button lamp; the weapon-eng MFD "UNJAM/EJECT" is the ammo-jam indicator.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 13:53:09 -05:00
Joe DiPrimaandClaude Fable 5 440cee1e4f #87 dig closure: host response is linear (raw decomp re-read); the pixel curve was div-card firmware
Re-read the material damage watcher RAW (@004573e4 ctor / @00457784
change-push): 16 floats snapshotted, damaged = pristine x 0.1 (literal at
the MakeMechRenderables call site, watching zone+0x158), linear lerp, 13
floats written back, then FUN_0048d4d4 -- which is "flush_material": a dpl
command-stream marshal (opcode 100) to the i860 division card. The
material->ramp->texel response curve was CARD firmware and is not in
BTL4OPT.EXE; logged as an open question (ask: firmware/DIV docs/period
screenshots).

Field reconciliation, measured live: one 25-pt hit (ERLG class) snaps a
77-pt arm 0 -> 0.3247 in a frame -- "a single missile leaves visible
armor damage" holds under the linear curve for heavy hits; 2-pt ERS creep
(the leg-audit weapon) is the invisible case.

Bench additions: BT_WALK_ZONES=<name-list> walker filter (concentrated
per-region audits, scratchpad/night10/legwalk.sh) + BindArmourDamage
ORPHAN inventory under BT_ARMOR_LOG (proved every drawn op is
zone-claimed on the full tree).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 13:10:00 -05:00
Joe DiPrimaandClaude Fable 5 fe48accb6b #87 root cause: the level-crossing zone-record send was missing -- observers never saw damage
The binary's effect watcher (FUN_0042aa2c) raises
ForceUpdate(DamageZoneUpdateModelFlag) when a zone's damageLevel CROSSES a
band-descriptor threshold (FUN_0042a5f4, master-gated on entity+0x28 & 0xc)
-- that send is how every other pod's replicant learns zone levels
mid-fight. The port's band hub kept only the graphic-state branch, so an
observer's copy sat at 0.0 until destruction: no enemy hull darkening, no
doll movement, ever (the night-10 "no armour discoloration" report).

Restored the level branch with the already-reconstructed DescriptorCrossed
(@0042a5f4) + the master gate on both branches (mesh swap still runs on
every instance). 2-node verified: A-side armour watcher pushed 114 level
changes; every replicant peak matched the master's finals to 4 decimals
(dtorso 0.9321 == 0.9321).

Render path cleared separately (gotcha #23 discharged): BT_ARMOR_FORCE 0/1
A/B captures prove the tint renders (hull -> charcoal at 1.0). Solo
perception is the authentic economy: 2-25 pt lasers vs 68-185 pt pools.

Bench: zonewalk.sh node A now carries BT_ARMOR_LOG + BT_SHOT_EVERY (the
standing zone-replication receipt) + digest_walk.py; armorpx.sh is the
force-pair pixel rig.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 12:24:36 -05:00
Joe DiPrimaandClaude Fable 5 00dfbf8f9f #124 RESOLVED against the authored skeleton: the pick's zone is the
struck drawn segment's dzone, ALWAYS -- the cylinder embellishment removed

The open question ('what zone did 1995 designate for hull hits') was
already answered in the KB's #73 dig [T0+T1]: no software pick writer
exists -- the pod's pick was a dpl scene intersection, struck triangle
-> DCS segment -> its SKL-authored dzone; the cylinder lottery was only
ever the UNAIMED path (missiles/splash/rams). The live segpick dump
completes it with the authored data: the madcat's pickable skeleton is
18 segments -- hip, shoulders, guns, thighs, knees, ankles+toes, and
ONE hull piece (jointshakey -> dtorso). No ltorso/rtorso/utorso/rear/
door/searchlight segments exist. Aimed fire at any torso panel
authentically designates CENTER TORSO; the side/rear/upper panels strip
via the unaimed path.

Changes:
* the shared-carrier -> cylinder override (yesterday's embellishment)
  is REMOVED: triangle hit -> that segment's dzone, period;
* SegAimPoint: the walker's hull anchor moves from the joint ORIGIN
  (crotch gap -- rays sailed between the legs to the terrain sentinel)
  to the carrier segment's cull center (the chest);
* [picktri]/[pickwin] diagnostics grew tri/seg/zone fields -- three
  consecutive 'mystery' regressions in this stretch were the STALE-EXE
  trap (CWD-relative cmake --build from content/ resolved to a
  nonexistent dir and the old binary kept running) -- the harness doc's
  warning, hit again.

Final zone-walk matrix (spinning target, real MP, full cycles):
limbs 55/70 in-zone (legs/feet 6/6; arm strays = hull/occlusion);
hull-family aims -> dtorso 56/69; victim consumption matches. The
night-10 field table now reads as this model's fingerprint: 'only LCT
gets hits' from aimed energy IS the pod -- one hull piece, dtorso.
What was actually broken and is now fixed: the sphere mis-picks
(rgun-from-a-dtorso-aim class), the unaimed path's 180-degree frame,
and the vertical scatter.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 11:31:45 -05:00
Joe DiPrimaandClaude Fable 5 1a3c268278 #124: the aimed pick now intersects the DRAWN GEOMETRY -- sphere
approximation retired; shared-hull hits route through the cylinder

The zone-walk matrix caught the pick red-handed: with the servo
verifiably holding the reticle on the dtorso segment, the per-segment
BOUNDING-SPHERE pick returned rgun/ruleg -- the gun pods and legs
thread the ray before the torso from most angles (its own comments
admitted a foot could be unhittable behind its own knee). The 1995
pick was a dpl scene intersection against the drawn geometry.

Restored that semantic:
* BTGetPickMesh caches each segment d3d_OBJECT's triangles CPU-side
  once (its own BGF VB/IB, managed-pool locks); MechSegmentPick now
  runs sphere PRE-FILTER -> Moller-Trumbore nearest-hit across the
  threaded segments' posed meshes; the old smallest-sphere selection
  survives only as the no-triangle fallback.
* Segments claimed as CARRIER by 2+ zones (the shared hull: madcat
  seg 4 carries dtorso+ltorso+rtorso+utorso+rears) cannot resolve one
  zone from geometry -- those hits return zone -1 WITH the accurate
  triangle point, and the victim's bit-verified (frame-fixed) cylinder
  assigns the panel by band/wedge. Unique carriers (legs, feet, arms,
  gun pods) keep the direct zone.
* ZoneAimPoint: the walker aims at a zone's VISUAL center (largest
  pick object's cull-center) instead of the segment origin -- joint
  origins made feet/lower legs strike the part above.
* Walker upgrades from live operation: 3-column truth (aim/pick/land),
  engage gate, damped servo with polarity watchdog, approach port.

Zone-walk verdict (full cycles, spinning target, real MP): limbs 5-6/6
direct in-zone; every hull panel routes CYL; the victim's landed zones
now include ltorso/rtorso/reardtorso/rearutorso/rearrtorso -- the
panels night-10 reported unhittable. Residuals tracked on #124:
rtorso/utorso aim-anchor placement, doors/searchlight small-zone
sample, twisted-torso twist-sign verify.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 10:38:24 -05:00
Joe DiPrimaandClaude Fable 5 16e75d6e1a #124 bench: the ZONE-WALK MATRIX -- systematic per-panel targeting, operator-watchable
The precision rig the operator specified: two nodes, target visible,
every zone aimed at deliberately through the REAL reticle/pick path.

* BT_SPIN_SELF=<deg/s> (target node): rotates the node's own viewpoint
  mech in place (the BT_SPAWN_AT write pattern per frame) so every
  aspect passes the shooter's boresight; the operator watches this
  node's paper doll take the hits.
* BT_ZONE_WALK=<secs/zone> (shooter node): walks the target's damage
  zones in order, resolves each zone's carrier segment's live world
  position (BTResolveSegmentWorld + the new BTMechZoneSegAndName
  bridge), SERVOS the torso twist + aim elevation until the centered
  reticle ray (BTGetAimRay) points at the segment, fires 3 laser
  pulses, advances. [walk] ZONE/FIRE/HOLD on A pairs with [dmghit]
  zone/level lines on B.
* scratchpad/night10/zonewalk.sh: launch both + relay, map sed'd to
  grass/day, NO kill timer -- the session stays up for observation.

Hard-won servo constraints (documented in test-harness.md so they are
never relearned): the ENGAGE GATE (ray live + range<150 + bearing<1.1;
outside it RELAX the twist -- servoing at the twist limit while the
goto marches is a limit-clamp fight that visibly shakes the mech, and
a 0.55 gate deadlocks against the goto's ~0.55 resting bearing); YAW
POLARITY -1 (the twist cell's angular sense is opposite atan2(x,-z)
world yaw -- operator-observed live, the SECOND witness for the #124
SelectSlice twist-sign flip) with a divergence watchdog that
self-flips; damped correction (gain .40, cap .025/frame -- the aim ray
lags the twist write a frame); and a one-shot approach PORT to 100u
off the target instead of a cross-map march.

First live run: walker cycles zones, settles, fires; the target's
luleg climbed 0.458->0.523 under its own aimed pulses -- aimed shot,
correct panel, damage consumed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 10:04:03 -05:00
Joe DiPrimaandClaude Fable 5 b0b7adc4ea #124 CORRECTION: the frame adapter is a Z-REFLECTION, not a pi rotation --
proven by the mech's own pods

The first fix (c5dfb00) negated x AND z. The operator challenged it:
'they couldn't hit rear panels AT ALL -- a 180 rotation couldn't explain
that' -- and a rotation would also have relocated rear damage, not
erased it, while the bench premise (the dummy faces its attacker) was
assumed, never measured.

The zero-premise probe (BT_ASPECT_TEST): four self-impacts at known
WORLD cardinals + one at each weapon's PHYSICAL MUZZLE position -- the
mech's own asymmetric geometry as the left/right anchor. Measured:

* WorldToLocal is a clean R(yaw), no hidden terms (yaws -30/150/40 deg
  all consistent);
* our frame: RIGHT = +X -- SAME as the 1995 ring (W0/W7 = Right*) --
  and FORWARD = -Z, flipped vs the ring's Front*-in-+Z-arc;
* under the pi rotation the pods CROSSED (left muzzle -> rtorso);
  under z-negation every anchor lands its own side.

So: negate local z only, and -- since a reflection reverses angular
direction -- the SelectSlice torso-twist term flips sign with it
(twist was 0 in all probes; twisted-torso verify tracked on #124).

Anchor acceptance (fresh exe, third yaw): LRM15_1 left pod -> ltorso,
LRM15_2 -> right wedges, left/right arm muzzles -> larm/rarm, nose ->
front cells, tail -> rear cells, flank cardinals -> rgun / left wedges.

The BT_ASPECT_TEST probe + BTWeaponMuzzleWorld bridge stay as bench
scalpels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 09:05:35 -05:00
Joe DiPrimaandClaude Fable 5 c5dfb002f3 #124: hit-location ASPECT was rotated 180 degrees -- the resolver now speaks the 1995 frame
Night-10's systematic targeting audit (rear panels unhittable from
direct fire, Owens left torso hitting the RIGHT weapon pod and vice
versa, missiles favoring the far side) measured down to one geometric
fact: the authored wedge ring puts the Front* cells in the +Z arc
(slice-name audit, bit-verified tables), i.e. the 1995 resolver frame
has mech-forward = +Z -- while OUR engine's entity frame carries
forward along -Z. Bench proof: a victim facing its attacker took
frontal beams at local z = -4..-10, theta ~270 deg, resolving the
REAR-named cells (zones 12/14/15) every time.

The two frames differ by a pi ROTATION about Y -- rotation, not
reflection, because the field flank observations CROSS (left->right)
rather than persist. ResolveHit now rotates the local impact into the
cylinder's frame (negate x and z; y untouched; handedness preserved so
the SelectSlice torso-twist add keeps its sign).

A/B (172 resolves, live missiles+beams on a facing victim): before
theta~4.7 -> rear zones only; after theta~1.42-1.59 -> utorso/dtorso/
ltorso/rtorso/arm -- the front-authored cells, with the per-burst
re-roll scatter intact.

NOT this bug: the "one band LOW" Y-axis half of the night-10 table --
that is #16 (pick-ray boresight parallax, code-confirmed, still open).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 01:12:32 -05:00
Joe DiPrimaandClaude Fable 5 1df2c571ee #119: heatLoad filter restored to the POD's 28 Hz sample cadence
The clipping coolant-leak voice ("warning... war... warning coo...")
measured to a ReportLeak relaxation oscillation at a drained tank:
draw = zoneDamage x heatLoad hunts across the authored 0.0025/0.003
hysteresis band (constants byte-verified) as the dry sink's conduction
collapses and the tank trickle refills it. State machine, constants,
refill dynamics and the sequencer's chase-and-cut stop (T0 AUDSEQ.cpp)
are all the binary's own -- the ONE divergence was the 15-sample
heatLoad filter: per-Perform in the binary = a 0.536 s window at the
pod's 28 Hz, but only 0.25 s at the port's ~59 fps -- heatLoad twice as
twitchy, the flap at double the pod cadence (the myomer-kinetic dt-less
class, third instance).

UpdateHeatLoad now accrues real time and samples at 28 Hz on any
machine (catch-up capped at the 15-sample window). Per-instance clock
in a static map -- the heat-family layouts are factory-size-locked
(sizeof(Myomers) == 0x358 exact), no new members. Ctor/reset prime
calls sample unconditionally.

A/B (260 s leak-to-empty bench): trigger fires 12 -> 8, transitions
11 -> 7. The residual slow restart at a bone-dry tank is authentic 1995
behavior (same engine sequencer chase-cut); a minimum-retrigger
interval would be an opt-in deviation for the operator to decide.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 20:05:06 -05:00
Joe DiPrimaandClaude Fable 5 1efe8efc68 #118 tails: death score cost + the DeathWithoutHonor console notice
* SpecialCaseDeathPenalty restored to the engine ScenarioRole (SCNROLE.h/
  .cpp) -- the 4.10-only role field the 2007 WinTesla source dropped
  (record slot [1] after KillBonus, fail-hard read; role+0x20; the
  DefaultRendererRate pattern). Its consumer decoded from the @004c05c4
  export gap (@004c07cd, missing from the #52 reconstruction): every
  death with advancedDamageOn hands the ENGINE base ScoreMessageHandler
  (@0042da20 == PLAYER.cpp:138, a DIRECT call bypassing the BT type
  Verifies) a type-1 award of -penalty. Wired verbatim. Shipped content
  authors the key nowhere -> cost 0 in the field. NUANCE [T4]: the 1995
  engine adds at Player+0x1c8, which no BT scoreboard reads (+0x278) --
  the pod's cost may never have displayed; our single-cell port shows it.

* The eject console notice: FUN_004c198c IS the
  ConsolePlayerMechDeathWithoutHonorMessage ctor (T0 BTCNSL.CPP survives
  and is compiled) -- "death without honor" is the punch-out record.
  BTPlayerEjectBookkeeping now sends it to the console host through the
  same ConsoleClientID path as the VTVDamaged notify, then latches
  suppressConsole: the eject notice REPLACES the death notify. Verified
  two-node: "notice -> console host 1" fires on the ejecting node; the
  relay-side delivery of client-5 traffic is a pre-existing question
  shared with the never-observed VTVDamaged sibling (operator-console
  workstream).

* Eject alarm-10 audio: resolved NEGATIVE -- the five Eject*.wav ship in
  AUDIO/ but BTL4.RES references them nowhere (orphaned like the SQUAT
  clips); wiring them would be a stand-in. Operator-optional deviation.

* RIO 0x38 panic control: deferred with the plumbing documented (the
  glass Flight-Controls window already renders the 0x38 bank; consumer =
  read buttonGroup[ButtonPanic] alongside the binding-engine edge) --
  pod-hardware-only, untestable on this bench.

Two-node verify (fresh-exe rerun after a stale-exe trap): REFUSED
healthy, PUNCH-OUT after generator kill, death + wreck swap + smoke +
un-wreck warp all replicated on the observer, respawned mech refuses
again, console notice fired.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 17:12:48 -05:00
Joe DiPrimaandClaude Fable 5 e996be249d EJECT/PANIC wired: Mech::EjectPilot (id 0x19 @0049f854) + the crippled-mech gate
The button died twice before reaching game logic: no handler (0x19 was
unregistered) and no sender (the pod's panic was a control bit, not a
mappable). Both halves reconstructed from raw disasm -- the handler AND
its permission evaluator sat in export gaps.

@0049f854 EjectPilot: press-only; gated on ejectPermitted (@0x414) and
!IsDisabled; console eject notice (relay wire = tracked tail; the
suppressConsole@0x258 latch that prevents the death double-notify IS
wired); graphicAlarm -> 10, which kills via the >=9 predicate; then a
self TakeDamage {inflicting=SELF, zone -1, Explosive, amount =
ScenarioRole::killBonus}. Role layout byte-settled via the role reader
@00429bec dest offsets + the ctor record copy: +0x1c IS killBonus, +0x20
is the 4.10-only SpecialCaseDeathPenalty, +0x28 returnFromDeath (all
prior citations reconciled). KillBonus authors NOWHERE in shipped
content -> the charge is 0 and the ALARM does the killing: our bench
outcome is the pod outcome.

@0049fa1c EvaluateEjectPermission: eject only from a CRIPPLED mech --
bank coolant fraction < 0.05 | zero live generators | live weapons
below mech+0x448 (no exported writer: zero, clause inert) | leg-gimped
novice. A healthy mech REFUSES the button; no free resets.

Input: binding-engine "Eject" action -- Backspace / pad LeftThumb
(default profile + shipped CONTROLS.MAP). Bridges per the databinding
rule: weapon/generator/bank/player reads land in their complete TUs;
MechSubsystem gains the both-cells destroyed accessors (gotcha #22).
Bench scalpels: BT_EJECT_AT=<frame> (path-identical synthetic press),
BT_KILL_SUBSYS now takes a comma list.

Verified single-node: healthy press REFUSED (x2), four generators
killed, next press PUNCH-OUT -> death, wreck smoke, respawn; the
respawned mech refuses again (permission re-evaluates after Reset).
Death rides the normal damage/death chain, so MP replication is the
proven path. Tails tracked: console relay notice, RIO 0x38 panic
control, alarm-10 eject audio/canopy, SpecialCaseDeathPenalty consumer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 16:45:54 -05:00
Joe DiPrimaandClaude Fable 5 e1ae92264a #96: the sim TIME MODEL closed from bytes -- myomer kinetic term restored to the faithful 28 Hz
The open question under every heat bracket was what the 1995 sim does with
time. Answered at the byte level:

* FUN_0041c018 IS the arcade Simulation::PerformAndWatch: slice =
  (till.ticks - last.ticks) / DAT_0052140c, stored, Perform(slice) --
  VARIABLE-STEP in real SECONDS, line-for-line the WinTesla SIMULATE.cpp
  body. Every dt-carrying reconstruction is unit-faithful; no tick/second
  gap exists anywhere.
* The myomer heat term's ONE caller is the unexported MyomersSimulation
  body @0x4b8b9a (E8-scan + raw disasm; export gap): once per Perform, raw
  slice, gated measuredVoltage>0 only. The dt-less kinetic pulse therefore
  fires at the FRAME cadence -- 28 Hz nominal, sagging under load
  (emergent hardware, not a code constant).
* Mover velocity is u/s (dead-reckoner @0x421f7c: pos += vel x ticksD/28),
  so the v operand is unit-faithful too.

The 0.5 "loaded-rate" witness bracket is RETIRED -- it modeled the sag as
a constant, wrong in exactly the reported scenario (open-field cruising is
a light scene; the pod held ~28 there). kSeekHeatCalib = 1.0.

Measured at the faithful rate (madcat cruise benches): recommended gear
equilibrates ~1450 -- inside the authored degradation band as a SOFT 20%
output governor (heatFactor = 1 - d^2/range^2), weapons untouched at
~110-150, ZERO jams, zero bay fires from movement alone; supercharge
~1770 (deep governor -- the manual's own expert-mode warning). That is
the authored system: degradeT=1000 is governor onset, failT=2000 the
cliff, and the coolant-loop controls are the player's lever.

New leads filed in open-questions: the climb term's gravity operand
samples 0 (bridge points at a dead cell); the engine Mover's own gravity
subtraction is per-frame dt-less (port impact unread); gait-noise phantom
acceleration feeds the accel term.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 16:01:04 -05:00
Joe DiPrimaandClaude Fable 5 152249cb76 #95: the SCOREBOARD banked one missile per salvo -- credit the DELIVERED amount
Two consumers of one impact, only one was ever verified: the victim gets
TakeDamage{amount=per-missile, burstCount=cluster roll} and applies it
burstCount times (armor was always right); the score post on the next line
sent the bare per-missile amount. An LRM10 salvo dealing 7-35 armor banked
3.5 points -- Rajel's "~3 points to score", to the digit.

Ground truth: the binary's score is the victim handler's tally (amount once
per applied burst @0x4a04da + crit bonuses) reported to the INFLICTING
player (the id-0x16 tail, deferred #45). The shooter-side stand-in now
posts amount x burstCount -- the identical figure handed to the victim, at
the identical one-post-per-TakeDamage granularity. Same pass:

* splash never credited score at all -- the binary tallies every
  TakeDamage; now posted per splash victim (amount x falloff bursts);
* the bridge credited the LOCAL player for ANY registered hit -- AI-master
  fire on the player, a dying mech's death-blast splash; now refused
  unless the shooter IS the local vehicle (MP unaffected: only local fire
  carries live damage on a node);
* direct-fire unchanged -- beams author burstCount=1 (emitter.cpp:355).

Verified per the harness doctrine: single-node field composition (madcat,
real fire, real enemy) 22/22 impact credits paired at damage x burst, zero
bare 3.33 posts; two-node replicant-victim run BOTH directions 31/31
paired across three missile authorings (3.33/2.0/5.0 per-missile) + 25-pt
ballistics, leftovers all burst-1 beam amounts. test-harness.md gains the
map=grass note (MP.EGG authors cavern/night; GOTO mechs shoot rock).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 14:11:28 -05:00
Joe DiPrimaandClaude Opus 5 08ca66e5b5 weapon SPEC AUDIT: the fleet's authored numbers in one pass -- missile delivery fully reconciled
"do we need to audit every possible weapon independently?" -- one dump answers
all of them.  [wspec]/[wspec-msl] (BT_SPEC_LOG) print every weapon's AUTHORED
damage/recycle/range/heat + missile count and post-divide per-missile at build.

THE KEY DISCOVERY: the catalog's FULL-NAME loadouts (madcat, thor, avatar,
sunder, vulture, loki, blkhawk, owens) author DIFFERENT weapons than the
4-char variants (mad1, thr1, ...) -- and the named ones are what players fly.
Every night-9 field number reconciles exactly:
    madcat/thor LRM15 = 50 total -> 3.33/missile (field: 3.33, bursts 3..15)
    avatar/sunder LRM10 = 35     -> 3.50          (field: 3.50, bursts 2..10)
    vulture LRM20 = 65           -> 3.25          (field: 3.25, bursts 5..20)
    loki SRM4 = 35               -> 8.75          (field: 8.75, bursts 1..4)
Missile delivery is FAITHFUL across the real fleet: per-missile = authored /
count (divide confirmed live post-ctor), delivered total = per-missile x the
binary's Random(n)+n/4 roll = 25..100% of listed, zone-scattered.

The "80+ point hits" recollection fits the data as an ALPHA: madcat full alpha
= 50 + 25 (AFC100) + 6 + 2 = 83.  A single 4.10 salvo cannot exceed 65
(vulture LRM20).  The "3-5 points" reports read our [projectile] IMPACT
per-missile diagnostic as a total.

Also: bac1 is not a valid vehicle (unhandled AV at btl4+0xac4cd on spawn --
noted for a guard someday); wspec-msl now prints AFTER the ctor divide.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 13:31:36 -05:00
Joe DiPrimaandClaude Opus 5 9b1353bfbf ONE Explosion per salvo -- the port detonated every visual round, amplifying explosion sound + smoke + audio demand by the missile count
The user challenged the 7% clock story ("i think its not just a 7% discrepancy.
did you base your analysis in the decomp") -- correctly.  The stop-path trace
it forced found the real amplifier, and it is byte-grounded:

THE ARCADE (byte-verified in the #95 work): FireWeapon @004bcc60 spawns ONE
Missile entity per trigger -- no loop, missileCount never read at fire.  One
Missile -> one detonation (@004be078) -> ONE Explosion entity: one 4-voice
sound + one authored smoke package per salvo.  The cluster's N-fold nature is
delivered as DAMAGE (burstCount), not as N explosions.

THE PORT: the N-round visual ripple (a deliberate [T3] port visual; its rounds
are damage-0 tracers) called BTSpawnRoundDetonation at EVERY round's contact --
N full Explosion entities per salvo, N x BigExpInt x 4 voices, N x the
explosion PFX, N=2..20.  Measured in a 100s solo missile bench: 559 explosion
sound setups; BigExpInt 208.  On observer nodes the stale-point mirror bug
(fixed in da70bd5) DOUBLED the train again.

One infidelity, three field symptoms:
  * Oracle: "prolonged smoke and explosion including sound" -- a staggered
    train of 6-20 overlapping BigExpInt instances per salvo reads as one long
    explosion+roar (Rajel correctly tied it to #84)
  * Ronin: missile-impact smoke "so much it functioned as a smoke screen"
  * #32: the saturating audio class was 1005 Static3DPatchSource requested=4
    -- each surplus detonation reserved 4 more voices

FIX: BTProjectile carries salvoLead; both detonation sites (target contact +
world/terrain burst) gate on it.  Master salvo: lead = round 0 (the damage
carrier).  Mirror salvo: round 0, so observers see exactly one explosion per
salvo at the live target.  AC/laser single rounds default lead=1 (one round =
one explosion, authentic).  Non-lead rounds keep their small tracer end-puffs.

MEASURED A/B (same bench): 80 of 96 contacting rounds no longer spawn the
package; 16 leads ~= the salvo count.  BigExpInt setups 208 -> 72 (~18
packages for ~16 salvos + deaths = one per salvo).  LaserExplosion unchanged
in kind.  Splash was already lead-only (splashBurst) -- damage totals move
NOWHERE in this change.

Also corrected the rack-tube comment that claimed "the binary's Missile
entities each launch from their own rack tube... their 12 detonations" -- there
are no 12 binary missiles; the ripple is ours.

The 28Hz audio-clock calibration from the previous commit stands, but is
demoted to what it is: a small systemic correction, not the explanation for
the field reports.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 12:00:25 -05:00
Joe DiPrimaandClaude Opus 5 6dbeb3d266 wreck smoke dies WITH the wreck; the audio/effect clock is calibrated to the byte-proven 28
USER REPORT: "when you destroy a mech, it continues to smoke for a very long
time after the mech disappears... up to 30secs to a minute."

MEASURED (new [pfx] timed census with per-def particle attribution): the
death plume (psfx 1 DDTHSMK) was re-armed on a 10s cadence as a WORLD effect
(ownerTag=0) -- so neither the burial transition nor the respawn cleanup
(StopAllEntityEffects) could touch it.  The last-armed window kept emitting
over the empty spot for up to 10s after the hulk vanished, plus 6+-2s authored
particle lives, and back-to-back windows stretched the visible tail to the
reported range.  The re-arm itself is a marked PORT ADDITION [T3]; the binary
fired DDTHSMK once -- its 10s window + particle lives ended right around the
~17s hulk sink.  The authored design: the smoke dies WITH the burial.

FIX: the plume is spawned ATTACHED (BTStartPfxAttached, tagged to the dying
entity -- it also rides the sinking hulk now), and the burial transition calls
BTStopEntityPfx alongside the respawn cleanup that already did.  Verified over
a 175s run containing FOUR wreck events (the enemy kill + three player bay-
fire deaths): every plume's emission ends at its wreck's burial or respawn,
particles fade within ~8-11s, no orphan emitters remain.

THE COUPLING (user relay of Oracle: "prolonged smoke and explosion INCLUDING
SOUND... same lever?") -- CONFIRMED as a family: the binary's audio layer
times in FRAME COUNTS converted by the engine frame-rate global:
    AudioTime::Seconds_To_Frames == fmul [0x52140c]=28.0; fadd 0.5; round
    (@0x42c611, @0x42dd86 -- the 0x42xxxx cluster of the ~90 global consumers)
Our engine's DefaultRendererRate said 30: every audio duration, sequence
delay and compression window ran ~7% fast.  Calibrated to 28 [T1].  NOT yet
explained by this: a truly SUSTAINED/looping explosion sound (7% is not
"prolonged") -- the effect stop-path trace stays open on #114/#51.

Tooling: BTPfxParticle carries defIndex; [pfx] census (BT_PFX_LOG, 2s) prints
emitters + particles PER EFFECT SLOT with a timestamp; wrecksmoke.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 11:25:49 -05:00
Joe DiPrimaandClaude Opus 5 2df1369168 #116 THE REAL STEAM CAUSE: experience never rode the lobby -- joiners' pages were authored by the HOST as the "veteran" fallback
The user's question broke my first story: "did lynx host tho?"  He did (Oracle
joined LYNX's lobby that night) -- but more importantly the affected players'
logs read mode=steam, which gets the FULL menu, so the FeJoinOnly fix in
3109cfc patched a real gap (mode=join) that is NOT the path the affected trio
ran.  Oracle COULD see and cycle the selector; it still didn't matter.  Traced:

  * The steam lobby serialized exactly three member fields: nm / vh / cl.
    Experience never travelled.
  * The steam HOST rebuilds mission.pilots[] from the lobby roster
    (name/vehicle/color only), so every non-self page has EMPTY experience --
    and BTFeMission_WriteEgg stamps the "veteran" fallback on empty.
  * The steam JOINER writes NO egg at all (spec->eggPath[0]=0); his mission
    arrives from the HOST's console feed -- i.e. the host's egg, where HIS
    page says veteran no matter what his own console shows.
  * The host's own page keeps his menu choice only as slot-0 residue of the
    pre-roster self fill -- why BOTH hosts (Sauron AND Lynx) were clean while
    all three joiners heated in "standard".

FIX: experience is now published as lobby member data ("xp") beside nm/vh/cl,
unpacked into BTLobbyMember, and stamped onto each member's egg page in the
host's roster loop.  Both exported lobby entry points + PublishSelf gain the
parameter; the fe passes the local menu selection.  An older client in the
lobby simply has no "xp" -- the veteran fallback applies to THAT member only,
exactly the pre-fix behavior, so mixed-build lobbies do not break.

Per-player mixing (the original design, per the user: the sysop set each
user's tier; mixed matches were legal) now works over steam end to end: each
member's OWN choice -> lobby -> the host-authored egg page -> the console feed
-> that node's master player.

VERIFICATION BOUNDARY: builds both configs; the chain is code-traced; the
lobby legs need a real Steam session -- field re-test is a JOINER selecting
Standard and logging [exp] experience=1 heatModelOn=0 (plus the [fe] line on
both sides).  The 3109cfc join-trim selector stays: correct for mode=join.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:50:19 -05:00
Joe DiPrimaandClaude Opus 5 3109cfc49a #116: steam JOINERS were silently locked to VETERAN -- restore their experience selector
Oracle isolated it: "standard mode still having heat and leaks only occurred in
steam not in solo.  Sauron and Lynx did not have the issue but Conn Man, Rajel
and myself did."  The night-9 logs close the case:

    affected  (Oracle/ConnMan/Rajel):  [exp] experience=2 heatModelOn=1
    clean     (Sauron's std sessions): [exp] experience=1 heatModelOn=0

CAUSE: the glass front end's JOIN layout trimmed the menu to "the mech list +
the JOIN button; everything else is the operator's call" -- and the experience
selector's hidden default is 2 (veteran).  So HOSTS got whatever they picked
(Sauron hosted the lobbies all night -> his standard landed), while every
JOINER launched as veteran regardless of anything they did -- which is why
Oracle's cycling-the-settings experiment changed nothing, and why solo (full
menu) never showed the problem.  heat >= veteran, hence "standard but heating".

DESIGN CONFIRMED BY THE USER before fixing: experience is PER-PLAYER by the
original design -- the sysop set each user's tier and mixed-experience matches
were legal.  Architecture already supports it end to end: each node's master
player reads its OWN egg's experience (btMission+0xE4 -> BTPlayer @004c0bc8),
so per-node choice IS per-player choice.

FIX: the join layout gains the GroupExperience selector (the selection->egg
write path is the pre-existing host path, field-proven).  Also: the front end
now prints "[fe] pilot experience=<x> (join|host/solo)" at launch, so every
future field log answers this class of report without asking anyone.

VERIFICATION BOUNDARY, stated plainly: builds both configs; the write path is
shared with the host flow which the field already exercises; the visible
selector + the [fe] line need one join-mode launch to eyeball, and the field
re-test is Oracle running a standard steam match as a JOINER and seeing no
heat.

Tooling note recorded in test-harness.md: bash-heredoc python collapses one
backslash level even single-quoted -- a "\n" arrives as a real newline and
replaces silently no-op.  Build backslashes from bytes([92]); verify replaces
by length delta, not by the script saying "fixed".  (This burned four edit
rounds tonight and several earlier C2001 hunts.)

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:40:51 -05:00
Joe DiPrimaandClaude Opus 5 1bcee1f9eb #96: the effective-rate theory is corroborated -- upgrade the calibration provenance T3 -> T2
Frame-rate testimony from the morning follow-up, now on record beside the bytes:
  * Oracle, asked if the pod frame rate was rock solid: "I think I could do as
    well with a flipbook"; heavy fights "would turn to a slide show".
  * Lynx (original era): "RP had a target frame rate of 30FPS.  It wasn't hard
    coded or locked.  BT never had a locked frame rate in 1st release
    testing... coming from 3.0, where 20FPS was a miracle."
  * The engine pacer's own design agrees: fixed budget + background fill + NO
    overrun catch-up (APPMGR.cpp, T0) = "target 28 but allowed to slip", with
    the 18.2065 BIOS fallback anticipating degraded timing.

Also settles epilectrik's open confirmation ("frame rate is advancing at least
some of the subsystems -- i have to fully confirm that"): ALL of them --
UpdateManager::Execute runs every interesting master every frame,
Entity::PerformAndWatch runs every executable subsystem per entity tick, no
throttle at any layer.  The crisp rule: CADENCE is frame-linked for
everything; only terms missing a dt multiply are rate-SENSITIVE.

Corollary worth keeping: a choking 486 generated LESS heat/s exactly during
the biggest fights -- the slideshow was mercy.  Veteran memory of seek-4
endurance encodes the LOADED rate, which is why bracketing by their consensus
is the correct instrument rather than a concession.

Follow-up filed in the KB: sweep the reconstruction for OTHER dt-less per-tick
accumulators (known: particle trail density, rendering.md; the 15-sample
heatFilter window is rate-dependent smoothing, benign).  Each found one should
normalize against the same 28-nominal/bracketed-effective pair.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:20:52 -05:00
Joe DiPrimaandClaude Opus 5 ac94ce6a31 #96: DISSIPATION AUDIT -- byte-faithful end to end; the cooling-too-weak hypothesis is DEAD
"no guesses. we want to decompile and find the right answer" -- done.  Every
function in the heat-removal chain read from the decomp and diffed against our
reconstruction:

  HeatSinkSimulation @004ad924   E += pending; T = E/mass; alarms       EXACT
  UpdateHeatLoad     @004ad7f0   radiated = T x coolant; clamp(0.002x)  EXACT
  ConductHeat        @004ad8ac   exchange into linked + rebalance       EXACT
  ComputeHeatFlow    @004ad9ec   (T1*mScale - (E1+E2+pend2)/den) * tau
                                 * (1 - e^(-dt*k*(cool/cap)*flow/den))  EXACT
  BalanceCoolant     @004ada94   radiated-equalising move, 3 clamps     EXACT
  Condenser sim      @004ae4d8   mScale = clamp>=1((1-zoneDmg)*refrig)  EXACT
  Reservoir sim      @004aef78   inject-only; thermally passive         EXACT

Every term is properly dt-scaled -- the dissipation side is rate-INDEPENDENT.
The only rate-dependent energy term in the whole thermal system remains the
myomer kinetic generation, i.e. the calibration knob is pointed at the right
factor and nothing on the cooling side can absorb the blame.

LIVE chain verification (new [heatflow] census, incl. a RADIATOR tag on the
bank's own Performance, which the base-sim census could not see):
  Myomers 490 -> Condenser5 420 -> bank 337 -> ambient (relaxing onto the
  300K setpoint).  The exit exists, runs, and holds the bank just above 300.

AND ONE REAL FINDING -- my night-8 "no per-chassis cooling variation" claim was
WRONG, and Oracle's stated mechanism is vindicated to the digit:
  bank k = 0.1 x HeatSinkCount x 231000:   Owens count=5  -> k=115,500
                                           Thor  count=13 -> k=300,300
The Thor sheds 2.6x the Owens' heat through the mech's ONLY ambient exit --
"a thor could run seek 4 for extended periods because of the number of
heatsinks" is exactly the authored model.  My hsparm chassis comparison had
printed RESOURCE constants BEFORE the ctor's count scaling; the dump now
carries a warning to stop the next person misreading it the same way.
(The KB was never wrong -- open-questions.md:593 documented the radiator
scaling when task #9 landed it.  The wrong claim lived in my #96 comment.)

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:12:46 -05:00
Joe DiPrimaandClaude Opus 5 c28555bdc9 #96: TRACE THE CLOCK ORIGIN -- the pod ran at 28 fps (byte-proven); myomer heat re-bracketed to 14 Hz effective
epilectrik: "the issue seems to be related to a tick rate that advances the
heat accumulation... i need to trace out what the clock origin was."  Traced.

THE CLOCK ORIGIN [T1]: the DOS binary keeps its engine frame rate in the
global DAT_0052140c, set once at startup:
    0x401ace:  mov [0x52140c], 0x41E00000   = 28.0f     (nominal)
    0x401ada:  mov [0x52140c], 0x4191A6E0   = 18.2065f  (BIOS-tick fallback)
The DOS main pushes it straight into the ApplicationManager ctor (0x401189:
push [0x52140c]), and ~90 sites across the image fmul/fdiv by it -- it is THE
per-frame<->per-second conversion scalar of the whole 1995 engine.  The engine
executes every interesting master every frame and every executable subsystem
every entity tick (UPDATE.cpp / ENTITY.cpp, T0 -- no throttle at any layer),
so subsystem Performance cadence == this rate: the pod's myomer tick was
NOMINALLY 28 Hz.  My previous 30 Hz reference (the i860 BOARD frame) was
wrong by 7%, not the 2x the veterans hear.

THE RESIDUAL IS EFFECTIVE RATE, NOT NOMINAL: Oracle, on the halved build,
still asks "If you could please halve the myomer heat rate again.  We will
bracket to something reasonable."  A 486 host missing beats halves the real
Performance cadence without changing any constant -- and the 18.2 fallback
existing at all says slow paths were expected.  Statics cannot settle the
in-pod effective rate, so his bracket is the right instrument:

    effective default = 28 [T1 nominal] x 0.5 [T3 testimony calib] = 14 Hz
    BT_MYO_HZ=<hz> still overrides absolutely for bracketing
    the resolved rate now logs under BT_MYO_LOG, tier tags inline

Measured (Owens, seek 4, flat out): peak T 1007 -> ~640, degradation never
reached -- the halving Oracle requested, delivered as one auditable knob
instead of a silent constant edit.

KB: decomp-reference.md gains the DAT_0052140c section (~90 consumer sites --
whenever the decomp shows an unexplained mul/div by _DAT_0052140c it is
per-second<->per-frame at 28); btl4main.cpp's "30 = pod authentic" pacer note
corrected (30 kept deliberately for display smoothness, the divergence now
documented).  Candidate follow-up recorded: the frame-rate-dependent particle
trail density (rendering.md) should normalize against the same 28, which may
bear on Ronin's smoke-density report (#114).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 09:39:00 -05:00
Joe DiPrimaandClaude Opus 5 614849b4a6 #110 coverage: all 8 chassis + all 3 weapon-class gates verified through ZONE death
Answering "are you 100% positive this works for every weapon type" -- it was
not a yes when asked, and the gaps were closed with measurement rather than
assurance:

1. AUTHORED DATA, all eight chassis (zonesweep.sh; the [zone-armor] dump now
   carries the zone NAME):  every arm zone AND every missile-rack zone on every
   chassis authors descend=1 (ava/bhk/lok/mad/own/snd/thr/vul); every gun/rack
   zone lists 1-4 critical subsystems; doors are inert (0/0/0); bhk uniquely
   adds destroySibs=1 on its arm chain.  No chassis is missing the cascade
   authoring.

2. WEAPON-CLASS GATES, end to end through a ZONE death (not direct weapon
   destruction, which was #86's verification gap):
     ballistic  AFC100  (projweap gate1)  -- dz_rarm,    ava1   [prior commit]
     energy     PPC     (emitter gate)    -- dz_larm,    ava1   [prior commit]
     missile    NRK5_2  (projweap gate1)  -- dz_rmissle, own1   [this pass]
        [cascade] zone 12 -> NRK5_2 + AmmoBinNRK5_2 force-failed
        [ammo] NRK5_2 -> NoAmmo (gate1): destroyed=1
   All three fire-gate code paths are now exercised by the cascade.

3. One anomaly chased to ground rather than waved off: the Owens rack cascade
   also killed Avionics/HUD/Searchlight/ThermalSight -- zone 15 dz_searchlight,
   an authored CHILD SEGMENT of the missile rack (the sensor mast sits on the
   shoulder pod).  Authored skeleton + authored descend flag, walked faithfully.

Remaining surface NOT bench-verified, stated plainly: cross-pod -- the cascade
is master-authoritative (crit plugs bind on masters only) and the resulting
alarm states ride the existing weapon update records, but no two-node run has
watched a peer's view of an arm death.  The field re-test (Lynx/Conn Man's own
audit, in MP) covers exactly that.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 08:43:33 -05:00
Joe DiPrimaandClaude Opus 5 06adaee523 #110: the zone destruction cascade is LIVE -- an arm now takes its gun pod with it
Lynx: "You can destroy an upper arm, and the gun pod is intact and can still
fire."  Conn Man's audit: three chassis, both arms, reproducible.  And the user
is right that this family was claimed fixed before: #86 gated fire on the
WEAPON's own destruction and was verified by destroying the weapon directly
(BT_KILL_SUBSYS) -- the field scenario was the ARM ZONE dying with the weapon
subsystem healthy, which that bench never reproduced.  Oracle's 693-night "I can
still fire destroyed energy weapons" was almost certainly this mechanism.

ROOT CAUSE -- a silent stub.  Mech__DamageZone::RecurseSegmentTable @0049cad4
was transcribed faithfully... against three local shim types whose iterators
unconditionally return NULL:
    struct SegmentIterator { DZRef *Next() { return 0; } };
    struct SegTableX       { SegmentRecord *operator[](int) { return 0; } };
The cascade fired on zone death (bench: 72 [cascade] lines), "descended", and
touched nothing.  Every line read correct; none of it did anything.

THE REAL WALK (decomp re-read, FUN_0049cad4): iterate the mech's segment table
(mech+0x300, vtbl+0x34 GetNth) to this zone's segment, then
    destroySiblingsOnDestruction (Wword 0x68): recurse every other zone on the
        SAME segment (seg+0xD0), setting graphic state 2 (Gone)
    descendOnDestruction (Wword 0x67): recurse every zone on every CHILD
        segment (seg+0xE8 -> child+0xD0) -- the arm takes the gun
The engine ALREADY HAS both structures: EntitySegment::damageZoneTable @0xD0 /
childIndexTable @0xE8 (TableOf is 0x18 -- byte-identical to the decomp offsets),
populated at stream time by JMOVER.cpp:373 [T0].  The stub was never necessary.
Implemented with the engine iterators via two new read accessors on
EntitySegment (SEGMENT.h); the binary's asymmetry is reproduced as-is (the
sibling loop checks graphic state != 1, the child loop does not; re-hits on a
1.0 zone re-run the cascade -- idempotent in effect).

VERIFIED (ava1, self-damage to one zone, autofire everything):
  dz_rarm -> [cascade] zone 9 -> zone 17; AFC100 + AmmoBinAFC100 + Condenser6
      ForceCriticalFailure'd; "[ammo] AFC100 -> NoAmmo (gate1): destroyed=1";
      torso LRM5/SRM2 keep firing (correct)
  dz_larm -> [cascade] zone 2 -> zone 6; PPC + Condenser4 force-failed;
      "[emitter] 'PPC' fire REFUSED (destroyed=1)" x4998 -- the emitter gate now
      logs refusals BY NAME (the FIRED line never named its weapon, which is how
      #86's verification gap survived)
  regression smoke: frame time 7.13/7.20ms, 0 asserts, 0 cascades in ordinary
      combat (they fire only on genuine zone deaths)

Authored data (now dumped under BT_DMG_LOG): descend=1 on exactly the four arm
zones (ava1: 2/6/9/17), destroySibs=0 everywhere -- so legs/torso behavior is
untouched by this change.

KB: combat-damage.md cascade section; reconstruction-gotchas #26 (the
silent-stub trap: a shim that returns EMPTY converts a reconstruction into
fiction that reads correct -- shims must Fail() loudly or log their emptiness).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 08:26:53 -05:00
Joe DiPrimaandClaude Opus 5 da70bd58b2 #84: the replicant salvo now HOMES AT THE LIVE TARGET -- the stale-point double detonation is gone
Oracle (674): "missile appear to register hit explosions twice, once where
target was and again where the target is".  Rajel (693): "once where the mech
was when I fired and on the expected impact".

MECHANISM, measured on two nodes (BT_PROJ_LOG "DET at" now logs EVERY contact
detonation, including damage-0 rounds, which were invisible before): the
replicant salvo mirror pushed rounds with NO entity handle at the FROZEN
fire-time aim point, and the pool's contact test is proximity to p.targetPos --
so mirror rounds "contacted" the empty air where the target USED to be and
detonated there, on every peer, every salvo (45 salvos -> 234 frozen-point
air bursts in a 200s bench).  The true impact appears at the live position
(the shooter's own homing rounds on his node; the victim's damage reaction on
peers) -- two sites per salvo, exactly as reported.

THE BINARY'S MODEL (CLASSMAP, Missile flight-entity cluster): missiles are
ENTITIES with authoritative/GHOST Performance variants (Projectile
PTR_LAB_005129e8 / 005129f4) and their own WriteUpdateRecord (@4bef4c, slot 7)
-- peers ran ghost missiles updated from the wire and saw the TRUE trajectory.
One explosion, correct place, every node.  The frozen-point mirror is the port
infidelity (the entity Missile itself stays blocked by the documented 2007
Entity-base mismatch; mislanch.cpp:301).

FIX: the MissileLauncher update record now carries the locked target's EntityID
(salvoTargetID; EntityID::Null = point fire).  The mirror resolves it on the
receiving node via HostManager::GetEntityPointer (engine T0, an index-socket
Find -- NULL-safe on any ID), refuses non-mechs via BTIsRegisteredMech, and
pushes the mirror rounds WITH the handle -- they re-lead on the live local
replicant exactly as the master's own rounds do, and detonate at the true
position.  Guards: record-length gate (a short record from an older build has
no ID field -- its tail would be garbage and must not resolve) + Null check +
registered-mech check.

VERIFIED (two nodes, 200s, missile autofire both ways):
  * every record arrives len=52/52 with sane aims ([mlrec] diag)
  * 22/46 salvos resolve (tgtID=3:22 -> the victim's local master) and their
    mirror rounds home: the frozen-air DET population fell 234 -> 102, the
    live-homing population rose to 155/207 per node
  * the unresolved remainder is BENIGN and correct: EntityID::Null point fire
    plus hostID=-1 LOCAL entities -- i.e. the victim's WRECK, which autofire
    keeps shooting after the kill; a wreck does not move, so the frozen aim IS
    its true position
Downstream expectations: Ronin's smoke-screen (#114) should drop by ~the mirror
half, and the audio census (#32) loses the duplicate Static3DPatchSource
explosion sounds on peers -- both to be read from the next field logs.

Also in this commit: [projectile] DET diagnostic (every contact detonation with
position/damage/handle/aim), [mlrec] record-arrival diagnostic (len/recID/
subsys/counter/aim, capped 200), scratchpad/night9/mp_double.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 02:29:58 -05:00
Joe DiPrimaandClaude Opus 5 5a425320b7 #92: map the direct-fire hit->zone path; the FOOT is pickable over only 3% of a mech's height
Oracle, night 7: "Unable to damage the foot panels on Loki via direct fire from
front or side.  Was able to damage on Thor."

FIRST, THE MECHANISM -- it is not what the issue assumed (missing collision
geometry).  A direct-fire hit gets its zone one of two ways, decided at
Mech::TakeDamageMessageHandler by `invalidDamageZone`:

  AIMED   (invalidDamageZone=0): the zone rides in on the message from the
          per-part aim pick, MechSegmentPick (#73, btl4vid.cpp).
  UNAIMED (invalidDamageZone=1): DamageLookupTable::ResolveHit runs the authored
          cylinder lottery -- impact HEIGHT picks a layer, ANGLE picks a pie
          slice, and a weighted random roll picks the zone from that slice.

Measured live, both paths are in use: the Thor logged 16 unaimed hits
(invalidZone=1 zone=-1 -> ResolveHit) alongside aimed ones carrying real zones.

THE FINDING.  MechSegmentPick is a BOUNDING-SPHERE test whose primary key is
SMALLEST RADIUS WINS -- a larger sphere can never beat a smaller one the ray also
grazes.  The leg spheres, dumped in world space and IDENTICAL on both chassis:

    knee  centre y=1.868  r=1.505     spans y 0.364 .. 3.373
    toe   centre y=0.302  r=1.689     spans y -1.387 .. 1.991

The toe sphere is BIGGER than the knee's and they overlap heavily, so the toe can
only win where the ray misses the knee sphere outright -- i.e. below y=0.364.
Against a reference height of 11.16 that is a 0.36-unit window, **3.3% of the
mech's height**, and it sits right on the ground.  Everywhere else a shot at the
foot is credited to the LEG.  That is the reported symptom.

This is a PORT ARTIFACT, not authentic: btl4vid.cpp's own comment concedes the
sphere test approximates "the per-part semantic the 1995 mesh intersection
produced".  Real mesh intersection has no such interference -- aiming at the foot
mesh hits the foot.

NOT EXPLAINED, and stated plainly: the per-CHASSIS asymmetry.  Loki and Thor have
identical leg spheres, identical foot geometry (LOK_LFOT.BGF and THR_LFOT.BGF are
both 3082 bytes with the same token layout), and identical foot layers in their
damage tables (only the upper/cockpit layers differ).  So nothing found here says
the Loki should behave differently from the Thor.  The bench could not settle it
because BT_AIM moves the drawn RETICLE, not the pick ray -- there is currently no
harness to aim the pick at a chosen height.  That harness is the next step.

Diagnostics added:
  [pickgeom]   one-shot dump of every pick sphere in WORLD space (zone, r, centre)
  [pickcand]   which spheres a ray actually threaded, their perpendicular d, and
               which won -- the probe that makes "smallest wins" visible
  [dmgtable]   the whole authored DamageLookupTable: layers, slices, zone weights
  [dmgresolve] per hit: localY, heightRef, layer, theta, resolved zone
  [cylgate]    invalidDamageZone / table pointer / incoming zone at the gate
(the last three under BT_DMGTABLE_LOG, the first two under BT_PICK_LOG)
plus scratchpad/night8/footpick.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 19:47:30 -05:00
Joe DiPrimaandClaude Opus 5 e058b6acb7 #99: trace the coolant-leak alarm end to end -- it IS implemented; found the real defect
Oracle: "alarm is not sounding despite an active leak" ... "was sounding,
resolved a leak, but there was another".

RETRACTION FIRST.  I previously told the user the coolant alarm was "genuinely
unbuilt -- there is no alarm implementation to starve".  That was wrong, and it
was asserted without checking.  The alarm is fully implemented and the entire
chain works.  Traced live, in order:

  Condenser6.ReportLeak (= HeatSink::coolantActive) changes 0 -> 1
    -> [watchpoll] CHANGE on that exact address
    -> [matchfire] val=1 -> ctl 1  (StartAudioControlID)
    -> [seqstart] the alarm AudioControlSequence, events=25 looped=1
    -> [seqsend] ctl 8/16 (select), 6/1 (volume), 1/0 (START), 2/0 (STOP), ...
       a three-part looping alarm: two chirps then an 8s sustained tone.

The authored design, read from BTL4.RES: 19 subsystems per mech each bind TWO
AudioLogicalTriggers to their ReportLeak flag -- match 1 -> Start, match 0 ->
Stop -- and ALL of them drive ONE shared alarm sequence.

SO WHY WAS IT SILENT IN .674?  Almost certainly the audio source pool, fixed
after that build in ad9dfad.  Every player log from .674 is saturated with
ACQUIRE FAILED (3k-6.5k lines each, starting ~10% in and never recovering); an
alarm that cannot acquire an OpenAL source is silent.  The bench here shows 0
acquire failures on the current build.  ⚠ NOT PROVEN: this bench has no audio
device (pool census reads live=0 pooled=0), so the control chain is verified but
final playback is not.  Field confirmation needed.

THE SECOND SYMPTOM IS A REAL, REPRODUCED DEFECT AND IT IS IN THE AUTHORED DATA.
All 19 subsystems -- Condenser1-6, GeneratorA-D, Myomers, PPC_1/2, ERMLaser_1-3,
SRM6_1/2, Avionics -- share the single alarm sequence, and EACH one's leak-clear
sends an UNCONDITIONAL Stop.  So the moment any one of them stops leaking the
alarm goes silent, even while others are still leaking.  That is exactly what was
reported.  Since both the authoring and the MUNGA watcher code are authentic,
this is 1995 behaviour, and changing it is a deliberate divergence -- flagged for
a fidelity call rather than "fixed" unilaterally.

Diagnostics added (all under the existing BT_ATTRBIND_LOG gate):
  [seqcfg]  extended: the sequence's authored event list
  [seqstart] extended: events / looped / tempo / divisionsPerBeat
  [seqrun]  RunSequence entry state (isRunning / iterator / current event)
  [seqwait] an event exists but is not yet ready, with the time delta
  [seqsend] the sequence actually emitting a control
  [idlewatch] which components receive the idle tick that advances sequences
  [hsparm] extended with &ReportLeak so audio bindings can be correlated
plus scratchpad/night8/leakaudio.sh.

NOTE ON THE PROBES, because it cost real time twice today: [seqrun] first used a
single shared static counter, which the busy sequences consumed so the alarm
sequence never printed -- reading as "RunSequence is never called".  It is now
throttled PER SEQUENCE (runProbeCount).  A capped diagnostic that is silent is
not evidence of absence; the same trap produced a false "seqsend x0" and a false
"the trigger never fires" earlier in this investigation.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 18:07:40 -05:00